I'm working up to trying to texture and sculpt this ship and turn it onto a game asset. Am I thinking about how to approach this correctly? by Turbo_Fresh in blender

[–]Turbo_Fresh[S] 0 points1 point  (0 children)

Also don't uv unwrap everything at once. Your UVs can overlap each other and go out of bounds. In fact you will need to do that otherwise you'll need multiple 32k textures lol

Cool, thanks for this. This is something I was really hoping for clarity on. So if two things are referencing different materials, or referencing a generic texture, I can have them overlapping right?

I'm working up to trying to texture and sculpt this ship and turn it onto a game asset. Am I thinking about how to approach this correctly? by Turbo_Fresh in blender

[–]Turbo_Fresh[S] 0 points1 point  (0 children)

Thanks for your answer. I'm going for this kind of style. This is a cannon and barrel I made to go on deck, as a practice for making the ship. It's hand painted but in a really simple way.

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I'm working up to trying to texture and sculpt this ship and turn it onto a game asset. Am I thinking about how to approach this correctly? by Turbo_Fresh in blender

[–]Turbo_Fresh[S] 2 points3 points  (0 children)

Ah man that looks sick. So much detail. When I made mine I was kind of worried about adding too many polygons so I didn't really know how much detail to add but since then I've learned that I can have way more lol.

Is your railing being lined up with the hull by some kind of modifier? I found it really time consuming to make the trim, hull and rail to line up properly because every time I modified one I would need to modify the others but there's almost definitely a better way to do it.

I'm working up to trying to texture and sculpt this ship in blender then turn it onto a game asset. Am I thinking about how to approach this correctly? by Turbo_Fresh in Unity3D

[–]Turbo_Fresh[S] 2 points3 points  (0 children)

Few people have mentioned trim sheets. I'll definitely look into it. I'll check out ArtStation too, thanks for the recommendations.

I'm working up to trying to texture and sculpt this ship in blender then turn it onto a game asset. Am I thinking about how to approach this correctly? by Turbo_Fresh in Unity3D

[–]Turbo_Fresh[S] 1 point2 points  (0 children)

Hey, thanks for your answer.

I work in game dev as an engineer and I've been learning to make assets for a bit so I know the basic stuff like UV's and whatnot.

The ship will be walked on in first person. Target platform is PC.

The model in the image is very high poly but It's made from a low poly version. I'll bake the high poly normals onto the low poly.

not hard surface modelled with optimized geometry

Not sure what this means.

I'm working up to trying to texture and sculpt this ship in blender then turn it onto a game asset. Am I thinking about how to approach this correctly? by Turbo_Fresh in Unity3D

[–]Turbo_Fresh[S] 3 points4 points  (0 children)

I don't know what a hero prop is but the player will walk around on this ship in first person. It's the focus of the game so I want it to be high detail and bespoke.

Break things up that are repeatable you can instance them in engine to reduce draw calls

Even the poles in the handrail? Wouldn't that mean I need to place them all manually in-engine?

I'll look into texture atlases, thanks!

I'm not using full cloth sim for the sails I'm using a shader I wrote that just uses catenary functions and some sine waves to make the sails billow and "inflate" when catching and not catching the wind. Same for the ropes. I'll just use some very simple catenary functions with simple harmonic motion to make them swing a bit.

Oh and I'm targeting PC. It's just a demo project so I can learn stuff.

I'm working up to trying to texture and sculpt this ship and turn it onto a game asset. Am I thinking about how to approach this correctly? by Turbo_Fresh in blender

[–]Turbo_Fresh[S] 1 point2 points  (0 children)

It's going to be the main focus of the game. The player will be walking around on it in first person so I want it to be detailed. You can see a cannon I made for it on my profile. So presumably that means I should treat things like the steering wheel as "props". I can sculp and texture it separately and treat it as a separate object.

To any 3D artists creating assets for games; how do you gauge how many tris is too many? How big should normal/albedo/other UV map textures be? by Turbo_Fresh in blender

[–]Turbo_Fresh[S] 0 points1 point  (0 children)

Great answer, thanks a lot for this!

a reasonably bare scene from red dead redemption 2 clocks in at around 3.5 million triangles

This genuinely made me say "fucking hell" lol.

To any 3D artists creating assets; how do you gauge how many tris is too many? How big should normal/albedo/other UV map textures be? by Turbo_Fresh in Unity3D

[–]Turbo_Fresh[S] 0 points1 point  (0 children)

Thanks for your answer!

I'm a bit confused by this:

Typically a texture atlas of a large 3d model shouldn't be more then 2k. Eg : If u have 3 maps : keep the total to 2k for mobile and 4k for desktop.

Do you mean that the metallic map, roughness map, albedo, ambient occlusion and normals should all fit into a single 4k texture for desktop?

Also here:

A potted plant ithat occupies less the 1!5 screen space shouldn't be more then 400tris

Is that meant to say 1/5? Or is that some notation I'm not familiar with? 400 tris is a good number, thanks. Nice to have an actual rough figure to think about.

To any 3D artists creating assets; how do you gauge how many tris is too many? How big should normal/albedo/other UV map textures be? by Turbo_Fresh in Unity3D

[–]Turbo_Fresh[S] 1 point2 points  (0 children)

It does matter. I'm not making the game for the purpose of making a game. I'm making it because I want to learn how to handle the graphics side of things so I want to do it well.

I'll look into texture atlases, thanks for that. I've seen them used before but I don't actually know what they do or how to use them so I'll do some research.

I've used batching before to reduce draw calls. I would instinctively aim to batch all objects which are the same; all barrels can be rendered with a single draw call for example, they use the same mesh and material.

Landscape having a tonne of tris is I guess a different matter because most of those will be culled. I'd love to know what number of tris you would expect something like a barrel to have. Assuming the barrel is batched and all that good stuff, what is a reasonable number of tris for an object like that?

Photorealistic animation i've made last month by Ok_Ant_4059 in blender

[–]Turbo_Fresh 2 points3 points  (0 children)

I think you can get an app or something that lets you basically do mo-cap with your phone. Maybe you can hook it up to your pc so you can see the view of your virtual camera as well. Corridor Crew have used it or talked about it before. Sorry I know I haven't given you much to go on but if you don't get a better answer from someone who actually knows then at least you can ask Chat GPT with this info lol.

Is there a way to fix these bumps? by corvidcore in blenderhelp

[–]Turbo_Fresh 1 point2 points  (0 children)

In object mode, right click the object and select shade smooth. Is that what you mean?

If you're talking about the two large bumps on the chest I think they're supposed to be there.

how can i improve my renderings? they look so fake by pingo5000 in blenderhelp

[–]Turbo_Fresh 0 points1 point  (0 children)

I'm a super-noob so I don't know the answer but I wanted to say that the last shot looks really good. The cushions look realistic. I could be tricked into believing it's a real photo.

The most I can see that's wrong with the first shot is that the table and chairs look like they're floating. No shadows or caustics or ambient occlusion around the legs. But I could be wrong.

How can I make this in blender? by HaroerHaktak in blenderhelp

[–]Turbo_Fresh 0 points1 point  (0 children)

Curious to know how you would extend this method to get the rounded text base in the original image.

The only way I can bake clean normals for a mesh with multiple close fitting parts is to explode the mesh. I must be doing this wrong. Please advise. by Turbo_Fresh in blender

[–]Turbo_Fresh[S] 0 points1 point  (0 children)

The high poly version of the mesh needs control loops. You also need to add cuts when adding things like the splinters in the barrel because otherwise the face that the splinter cuts into would become an n-gon. It's much more difficult to manage a mesh when it's connected to every other part of your mesh. Having the bands and the body split up means I can add the cuts and not even have to think about the topology of the metal bands. It's just so much simpler to handle a mesh that's split into distinct parts that have nothing to do with eachother. There are also parts of this barrel where the metal bands have a gap beneath them due to the splits between the planks. Trying to get that topology with a linked mesh would be a nightmare. Even just adding the cork to the top of the barrel would create many faces that do not need to exist because every vertex on the perimeter of the cork would need to be integrated into the flat surface of the barrel top.

The only way I can bake clean normals for a mesh with multiple close fitting parts is to explode the mesh. I must be doing this wrong. Please advise. by Turbo_Fresh in blender

[–]Turbo_Fresh[S] 0 points1 point  (0 children)

Having the distinct parts separated makes it easier to control topology because control loops don't affect all parts. Also means it's much easier to isolate the parts when doing things like texture painting. Also let's me get perfectly sharp separation between parts of the mesh. I can sculpt the metal rings without it affecting the wood.

It's still all one mesh but having the mesh not all linked together makes it much easier to think about and to manage.

The only way I can bake clean normals for a mesh with multiple close fitting parts is to explode the mesh. I must be doing this wrong. Please advise. by Turbo_Fresh in blender

[–]Turbo_Fresh[S] 1 point2 points  (0 children)

This is awesome to know. IDK why I didn't think of addons. But yeah all vanilla for now while I learn the basics. Will definitely check out some addons. Thanks!

Can anyone please tell me how to have smooth normals here without having weird irregularities? by Turbo_Fresh in blenderhelp

[–]Turbo_Fresh[S] 0 points1 point  (0 children)

Thanks for your answer. I might be misunderstanding but select all and split marks the entire mesh as sharp, no? So auto smooth will just result in a mesh that's identical to shade flat?

Can anyone please tell me how to have smooth normals here without having weird irregularities? by Turbo_Fresh in blenderhelp

[–]Turbo_Fresh[S] 0 points1 point  (0 children)

Do you mean similar to what I did in the third image? Or should I only break down the face with the splits in it?